68 lines
1.8 KiB
C#
68 lines
1.8 KiB
C#
using UnityEngine;
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using UnityEngine.Networking;
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namespace RoR2.Projectile;
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[RequireComponent(typeof(ProjectileController))]
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public class ProjectileInstantiateDeployable : MonoBehaviour
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{
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[Tooltip("The deployable slot to use.")]
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[SerializeField]
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private DeployableSlot deployableSlot;
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[Tooltip("The prefab to instantiate.")]
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[SerializeField]
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private GameObject prefab;
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[Tooltip("The object upon which the prefab will be positioned.")]
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[SerializeField]
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private Transform targetTransform;
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[SerializeField]
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[Tooltip("The transform upon which to instantiate the prefab.")]
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private bool copyTargetRotation;
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[Tooltip("Whether or not to parent the instantiated prefab to the specified transform.")]
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[SerializeField]
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private bool parentToTarget;
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[SerializeField]
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[Tooltip("Whether or not to instantiate this prefab. If so, this will only run on the server, and will be spawned over the network.")]
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private bool instantiateOnStart = true;
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public void Start()
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{
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if (instantiateOnStart)
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{
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InstantiateDeployable();
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}
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}
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public void InstantiateDeployable()
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{
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if (!NetworkServer.active)
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{
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return;
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}
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GameObject owner = GetComponent<ProjectileController>().owner;
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if (!owner)
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{
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return;
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}
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CharacterBody component = owner.GetComponent<CharacterBody>();
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if ((bool)component)
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{
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CharacterMaster master = component.master;
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if ((bool)master)
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{
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Vector3 position = (targetTransform ? targetTransform.position : Vector3.zero);
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Quaternion rotation = (copyTargetRotation ? targetTransform.rotation : Quaternion.identity);
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Transform parent = (parentToTarget ? targetTransform : null);
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GameObject gameObject = Object.Instantiate(prefab, position, rotation, parent);
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NetworkServer.Spawn(gameObject);
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master.AddDeployable(gameObject.GetComponent<Deployable>(), deployableSlot);
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}
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}
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}
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}
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